Unreal take on Loft.

Nice scene you have here !

From a documentation standpoint, would more technical information about each setting be useful, or would you guys rather see scene breakdowns and practical examples? They are not mutually exclusive but each person has their own image of what documentation means to them, and I’d be curious to hear your thoughts on how we could best lower the barrier to achieving the fidelity you all want to see.

One other thing that would be nice to talk about is your expectations about workflow. and I were just chatting yesterday and there are definitely certain workflows that have built in inherent quality upsides, for instance directional lights have some inherent fidelity improvements that say lighting a scene from only an HDRI sky doesn’t necessarily have, simply due to the performance requirements of realtime rendering, however these are all things we can talk about both documenting better and improving in the solver or via learning resources.

Anyone with really high fidelity sample scenes who wants to share them with us for these purposes, we’re always happy to collaborate with people trying to push the fidelity bar in this space. So far we have people lighting their scenes with bounce cards, directional lights, HDRI skies, the lightmass environment color setting, changing project settings, editing baselightmass.ini, static bakes, stationary vs. static lights, any combination therein of different techniques, and each has their upside and potential downside.
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@Wyeth - Scene Breakdowns with practical examples would be perfect with some technical information here and there to back them up (It’s my personal liking, want everybody to share there thoughts). Didn’t get fully what is meant by high fidelity scene, but I will be more then happy to share one of portfolio scenes for these purposes, if the scene qualify.